*CRAZYHORSE* wrote:this kind of stuff is what i like to see, easy and simple, but I think the guns could be a bit too strong how about a bigger penalty on the dice roll?

this is the biggest problem we've run into. minifigs dealing 300d6 damage just because their guns are automatic fire. trust me, as cool as this sounds, playtest after playtest has proven that this is NOT a good idea. so far, the most balanced versions of automatic fire i've seen add only a point or two of damage per shot.

*CRAZYHORSE* wrote:this kind of stuff is what i like to see, easy and simple, but I think the guns could be a bit too strong how about a bigger penalty on the dice roll?

this is the biggest problem we've run into. minifigs dealing 300d6 damage just because their guns are automatic fire. trust me, as cool as this sounds, playtest after playtest has proven that this is NOT a good idea. so far, the most balanced versions of automatic fire i've seen add only a point or two of damage per shot.

Thats true but I don't want to use cones or my hand or an pencil and paper I want something simple and clear.

piltogg wrote:why not just roll 4d6 whitch hits whatever the closest target is to the minnifig if you get a 5 or 6 multiple hits go on to the next closest target and ignore ammo entirely.

1. roll 4d6 for what? targets it can hit? damage? skill roll for the UR? for what
2.I think 5 or 6 hits is kinda much but I'm might not getting what you meen by hits here.
3. I agree with the forget the ammo thing, that's total none sense.

well didn't this auto fire thing all start because it seems not logic that when there are 8 minifigs standing in A bunch and you shoot at it with your LMG you can just kill one guy at A time. so maybe we should not make up rules that are about the UR and CP and the damage of the gun if automatic but more about how much targets it can shoot in 1 turn IMO.

piltogg wrote:why not just roll 4d6 whitch hits whatever the closest target is to the minnifig if you get a 5 or 6 multiple hits go on to the next closest target and ignore ammo entirely.

because that's 5d6 damage which is far too much.

Crazyhorse, i'm not sure why you think these are complicated. billingsly's and blitzen's versions deal with no extra die rolls to determine damage, and no firing cone calculations other than checking how wide you can spread your fingers.

this may be where you're a little confused actually, with the fingercones. let me explain them to you: when your minifig is firing to cover lots of ground with bullets, the player will do what is called a fingercone to see how much ground is covered. at -2 to skill, hold up 2 fingers that are right next to eachother, and you cover everything in between the angle formed. -3 to skill for 3 fingers, -4 for 4, notice the correlation? minifigs in that cone that are hit regardless of the skill penalty take damage as normal.

EDIT: this is actually billingsly's ruleset version. Blitzen's is slightly different, but also uses fingercones to form angles of fire.

EDITED EDIT: also, don't worry about not understanding piltogg. none of us do, so we tend to ignore him/argue with him and lose.

piltogg wrote:why not just roll 4d6 whitch hits whatever the closest target is to the minnifig if you get a 5 or 6 multiple hits go on to the next closest target and ignore ammo entirely.

1. roll 4d6 for what? targets it can hit? damage? skill roll for the UR? for what2.I think 5 or 6 hits is kinda much but I'm might not getting what you meen by hits here.3. I agree with the forget the ammo thing, that's total none sense.

well didn't this auto fire thing all start because it seems not logic that when there are 8 minifigs standing in A bunch and you shoot at it with your LMG you can just kill one guy at A time. so maybe we should not make up rules that are about the UR and CP and the damage of the gun if automatic but more about how much targets it can shoot in 1 turn IMO.

1: you roll 4d6 for the af wepon. it only hits enemy minnifigs

2:the most hits you can get is 4 because you will hit an enemy on a 5 or 6

they don't! the only reason this takes up 8 pages is people saying "WHAT ABOUT THIS HORRIBLE IDEA I HAVEN'T TESTED IT BUT IT SEEMS LIKE IT'S MAKE AUTOFIRE SUPER POWERFUL, LOL!!!" over and over and over again.

well that, and most of the rulesets haven't been condensed to a single post. billingsly's was, and blitzen's was, but needed a little clarification.

piltogg wrote:why not just roll 4d6 whitch hits whatever the closest target is to the minnifig if you get a 5 or 6 multiple hits go on to the next closest target and ignore ammo entirely.

because that's 5d6 damage which is far too much.

Crazyhorse, i'm not sure why you think these are complicated. billingsly's and blitzen's versions deal with no extra die rolls to determine damage, and no firing cone calculations other than checking how wide you can spread your fingers.

this may be where you're a little confused actually, with the fingercones. let me explain them to you: when your minifig is firing to cover lots of ground with bullets, the player will do what is called a fingercone to see how much ground is covered. at -2 to skill, hold up 2 fingers that are right next to eachother, and you cover everything in between the angle formed. -3 to skill for 3 fingers, -4 for 4, notice the correlation? minifigs in that cone that are hit regardless of the skill penalty take damage as normal.

EDIT: this is actually billingsly's ruleset version. Blitzen's is slightly different, but also uses fingercones to form angles of fire.

EDITED EDIT: also, don't worry about not understanding piltogg. none of us do, so we tend to ignore him/argue with him and lose.

HAHAHAHAHAHA I didn't know it was that easy, well at first you look at almost a page of rule explanation and when I started to read them I kinda got lost in the text ( it's hard to be Dutch). this is actually really good and simple and clear OMG I can't believe how simple this is. thanks IVhorseman.

piltogg wrote:why not just roll 4d6 whitch hits whatever the closest target is to the minnifig if you get a 5 or 6 multiple hits go on to the next closest target and ignore ammo entirely.

because that's 5d6 damage which is far too much.

Crazyhorse, i'm not sure why you think these are complicated. billingsly's and blitzen's versions deal with no extra die rolls to determine damage, and no firing cone calculations other than checking how wide you can spread your fingers.

this may be where you're a little confused actually, with the fingercones. let me explain them to you: when your minifig is firing to cover lots of ground with bullets, the player will do what is called a fingercone to see how much ground is covered. at -2 to skill, hold up 2 fingers that are right next to eachother, and you cover everything in between the angle formed. -3 to skill for 3 fingers, -4 for 4, notice the correlation? minifigs in that cone that are hit regardless of the skill penalty take damage as normal.

EDIT: this is actually billingsly's ruleset version. Blitzen's is slightly different, but also uses fingercones to form angles of fire.

EDITED EDIT: also, don't worry about not understanding piltogg. none of us do, so we tend to ignore him/argue with him and lose.

HAHAHAHAHAHA I didn't know it was that easy, well at first you look at almost a page of rule explanation and when I started to read them I kinda got lost in the text ( it's hard to be Dutch). this is actually really good and simple and clear OMG I can't believe how simple this is. thanks IVhorseman.